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Bioware, Y U nerf fast weapons in the move to ME3?


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#1
Rolenka

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I thought having fast, burst or automatic weapons be more effective vs. shields and barriers and slow, heavier weapons being more effective vs. armor was a great way to add distinction to a fairly large soup of weapons and encourage us to use more than one.

What, did someone think this was too complicated?

Because slow, heavy weapons are still better against armor, just in a different way*. So fast weapons now fill the role of... what?

Yeah, you can use piercing ammo, but that overcomes a handicap, not gives these weapons a purpose.

#2
known_hero

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Yup, too complicated. ME3 is all about rolling and blind power spamming. Don't get me wrong, I like the rolling mechanic but it's obvious the combat system has been simplified.

#3
incinerator950

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known_hero wrote...

Yup, too complicated. ME3 is all about rolling and blind power spamming. Don't get me wrong, I like the rolling mechanic but it's obvious the combat system has been simplified.


As opposed to blind Immunity/Barrier and Lift Spaming while running back and forth? 

No, they took some decent measure of defense stripping out for raw damage factors.  Its a shame more of the weapons became a novelty, I really liked the diversity of them in ME 3.

#4
known_hero

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incinerator950 wrote...

known_hero wrote...

Yup, too complicated. ME3 is all about rolling and blind power spamming. Don't get me wrong, I like the rolling mechanic but it's obvious the combat system has been simplified.


As opposed to blind Immunity/Barrier and Lift Spaming while running back and forth? 

No, they took some decent measure of defense stripping out for raw damage factors.  Its a shame more of the weapons became a novelty, I really liked the diversity of them in ME 3.


The guns(outside of the smgs) are fine for the most part. The weight system needs some fixing though but that's a completely different beast.

My point was that the combat system as a whole has been watered down. No matter what class you choose, power spam is the way to go. Vanguard use to be a high risk/high reward style of gameplay. It forced you to understand your enemy as well as the battlefield. In ME3, vanguarding is just closing your eyes and charge/nova'ing everything in sight. That pretty much applies to every class this time around. The weight system encourages this style of gameplay. I'm getting a bit off topic so I'll just end it here.

Getting back to the topic: without the protection multipliers, any smg not named the Hornet is useless. You'd be better off throwing rocks.

Modifié par known_hero, 17 mai 2012 - 07:46 .


#5
Quething

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Yeah it's a seriously irritating thing that they just arbitrarily made auto weapons suck. I'm far from the first to suggest it, but they really should add a small flat damage bonus per bullet vs shields. Voila: high ROF is good vs shields, high damage is good vs armor, there's a reason to use both and to carry more than one weapon. Ought to be simpler to code than hacking the "+50% vs x or y defense" thing back into the game, if that's the problem.

Modifié par Quething, 17 mai 2012 - 08:12 .


#6
capn233

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Well it is just that the balance is not logical. Auto weapons are pretty devastating when you give them to a Soldier and put on Incendiary Ammo with Explosive Burst evolution. Outside of that niche they are fairly mediocre though.

That said, you can beat the game using practically any weapon since powers are more important.

#7
JaegerBane

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Yeah, I have to admit that I don't understand why they felt the need to remove the previous system of slow RoFs vs armour and high RoF vs shields. it give everything a niche.

As far as I'm concerned the only full-auto weapon worth using is the Particle Rifle, and that's mainly because it overwhelms the damage reduction model by brute force with it's insane damage multiplier. Even the best SMG isn't a full-auto weapon.

#8
incinerator950

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Everything is devastating with Explosive Rounds.

Gibbed the GPSMG into SP, and it's the most broken flamethrower in the game.

#9
incinerator950

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known_hero wrote...

incinerator950 wrote...

known_hero wrote...

Yup, too complicated. ME3 is all about rolling and blind power spamming. Don't get me wrong, I like the rolling mechanic but it's obvious the combat system has been simplified.


As opposed to blind Immunity/Barrier and Lift Spaming while running back and forth? 

No, they took some decent measure of defense stripping out for raw damage factors.  Its a shame more of the weapons became a novelty, I really liked the diversity of them in ME 3.


The guns(outside of the smgs) are fine for the most part. The weight system needs some fixing though but that's a completely different beast.

My point was that the combat system as a whole has been watered down. No matter what class you choose, power spam is the way to go. Vanguard use to be a high risk/high reward style of gameplay. It forced you to understand your enemy as well as the battlefield. In ME3, vanguarding is just closing your eyes and charge/nova'ing everything in sight. That pretty much applies to every class this time around. The weight system encourages this style of gameplay. I'm getting a bit off topic so I'll just end it here.

Getting back to the topic: without the protection multipliers, any smg not named the Hornet is useless. You'd be better off throwing rocks.


I won't deny the majority of that.  Although, Vanguard used to be a high risk profile until the majority of people abused the Claymore bypass, but that's also off topic.  Also, Hurricane is a viable alternative then the Hornet.  GPSMG in SP is absolutely broken. 

Still, I don't use Nova unless there's a called reason for it, but you are right in the Manguards new found abuse of Nova.  However, taking away Nova, you're going to gimp the MP character.  

However, I'd take Nova spam over Lift/Singularity in ME1 anyday.